Monday, May 18, 2026

Week 39 - Ireena Kolyana, Curse of Strahd, Sculpt - Blockout

Milestone 01 Check In: Blockout

 References
Since I'm following a single illustrative interpretation of this character, a lot of the focus was put into shape definition and anatomical structuring, particularly on the glabella (skin between eyebrows) and quadratus labii inferioris (muscles on the corners of the mouth)

Key Art: Illustration by Hegval on Reddit, 
permission to create her was obtained before the project began :)

Resources:
At the point I stopped working on this project on week 34, I started doing a lot more short-term studies, particularly of different D&D characters' faces and hairstyles. Since working on the first version of it, I've done a lot of studies into making good hair within Zbrush and the different methods utilized (see Week 35's Sketchbook Tour for some of them)

That being said, both Chloe Worthy and Mark Lambert have been two entirely different ends of resourceful help with these studies. Both have very comprehensive guides for how they do hair studies, with Lambert's being stylistically simpler and easier to digest, while Worthy is able to build on that understanding.


I found Worthy's tutorial "ZBrush Beginner Tutorial - (Very Beginner) Perhaps the Beginner of all time"  extremely helpful for getting a secondary look into how a master artist approaches head sculpting

Additional resources.

[05/19] BLOCKOUT -- Overall blockout complete; some secondary forms emerge, but the overall flow of the piece is present. Polypaint used to differentiate material types

[05/26] SCULPTING -- Detail sculpting completed. All objects have secondary and tertiary details present.

[06/02] RETOPO & UVS -- Retopologizing the model down to a goal of 30k tris, following reference from Overwatch 1's character models (Source).

[06/09] TEXTURING & RENDERING -- Use generator and mask-based texturing workflows rather than handpainting due to time constraints. Render in Marmoset Toolbag.

Resources for the texturing section:
Blockout & Unreal Blockout


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